// ************************************************************************** // ellipsoid_extra.h // ------------------- // W. Michael Brown // // Device code for Ellipsoid math routines // // __________________________________________________________________________ // This file is part of the LAMMPS Accelerator Library (LAMMPS_AL) // __________________________________________________________________________ // // begin : // email : brownw@ornl.gov // ***************************************************************************/ #ifndef ELLIPSOID_EXTRA_H #define ELLIPSOID_EXTRA_H enum{SPHERE_SPHERE,SPHERE_ELLIPSE,ELLIPSE_SPHERE,ELLIPSE_ELLIPSE}; #ifdef _DOUBLE_DOUBLE #define numtyp double #define numtyp2 double2 #define numtyp4 double4 #define acctyp double #define acctyp4 double4 #endif #ifdef _SINGLE_DOUBLE #define numtyp float #define numtyp2 float2 #define numtyp4 float4 #define acctyp double #define acctyp4 double4 #endif #ifndef numtyp #define numtyp float #define numtyp2 float2 #define numtyp4 float4 #define acctyp float #define acctyp4 float4 #endif #ifdef NV_KERNEL #include "nv_kernel_def.h" #else #pragma OPENCL EXTENSION cl_khr_fp64: enable #define GLOBAL_ID_X get_global_id(0) #define THREAD_ID_X get_local_id(0) #define BLOCK_ID_X get_group_id(0) #define BLOCK_SIZE_X get_local_size(0) #define __syncthreads() barrier(CLK_LOCAL_MEM_FENCE) #define __inline inline #define BLOCK_PAIR 64 #define MAX_SHARED_TYPES 8 #endif /* ---------------------------------------------------------------------- dot product of 2 vectors ------------------------------------------------------------------------- */ __inline numtyp gpu_dot3(const numtyp *v1, const numtyp *v2) { return v1[0]*v2[0]+v1[1]*v2[1]+v1[2]*v2[2]; } /* ---------------------------------------------------------------------- cross product of 2 vectors ------------------------------------------------------------------------- */ __inline void gpu_cross3(const numtyp *v1, const numtyp *v2, numtyp *ans) { ans[0] = v1[1]*v2[2]-v1[2]*v2[1]; ans[1] = v1[2]*v2[0]-v1[0]*v2[2]; ans[2] = v1[0]*v2[1]-v1[1]*v2[0]; } /* ---------------------------------------------------------------------- determinant of a matrix ------------------------------------------------------------------------- */ __inline numtyp gpu_det3(const numtyp m[9]) { numtyp ans = m[0]*m[4]*m[8] - m[0]*m[5]*m[7] - m[3]*m[1]*m[8] + m[3]*m[2]*m[7] + m[6]*m[1]*m[5] - m[6]*m[2]*m[4]; return ans; } /* ---------------------------------------------------------------------- diagonal matrix times a full matrix ------------------------------------------------------------------------- */ __inline void gpu_diag_times3(const numtyp4 shape, const numtyp m[9], numtyp ans[9]) { ans[0] = shape.x*m[0]; ans[1] = shape.x*m[1]; ans[2] = shape.x*m[2]; ans[3] = shape.y*m[3]; ans[4] = shape.y*m[4]; ans[5] = shape.y*m[5]; ans[6] = shape.z*m[6]; ans[7] = shape.z*m[7]; ans[8] = shape.z*m[8]; } /* ---------------------------------------------------------------------- add two matrices ------------------------------------------------------------------------- */ __inline void gpu_plus3(const numtyp m[9], const numtyp m2[9], numtyp ans[9]) { ans[0] = m[0]+m2[0]; ans[1] = m[1]+m2[1]; ans[2] = m[2]+m2[2]; ans[3] = m[3]+m2[3]; ans[4] = m[4]+m2[4]; ans[5] = m[5]+m2[5]; ans[6] = m[6]+m2[6]; ans[7] = m[7]+m2[7]; ans[8] = m[8]+m2[8]; } /* ---------------------------------------------------------------------- multiply the transpose of mat1 times mat2 ------------------------------------------------------------------------- */ __inline void gpu_transpose_times3(const numtyp m[9], const numtyp m2[9], numtyp ans[9]) { ans[0] = m[0]*m2[0]+m[3]*m2[3]+m[6]*m2[6]; ans[1] = m[0]*m2[1]+m[3]*m2[4]+m[6]*m2[7]; ans[2] = m[0]*m2[2]+m[3]*m2[5]+m[6]*m2[8]; ans[3] = m[1]*m2[0]+m[4]*m2[3]+m[7]*m2[6]; ans[4] = m[1]*m2[1]+m[4]*m2[4]+m[7]*m2[7]; ans[5] = m[1]*m2[2]+m[4]*m2[5]+m[7]*m2[8]; ans[6] = m[2]*m2[0]+m[5]*m2[3]+m[8]*m2[6]; ans[7] = m[2]*m2[1]+m[5]*m2[4]+m[8]*m2[7]; ans[8] = m[2]*m2[2]+m[5]*m2[5]+m[8]*m2[8]; } /* ---------------------------------------------------------------------- row vector times matrix ------------------------------------------------------------------------- */ __inline void gpu_row_times3(const numtyp *v, const numtyp m[9], numtyp *ans) { ans[0] = m[0]*v[0]+v[1]*m[3]+v[2]*m[6]; ans[1] = v[0]*m[1]+m[4]*v[1]+v[2]*m[7]; ans[2] = v[0]*m[2]+v[1]*m[5]+m[8]*v[2]; } /* ---------------------------------------------------------------------- solve Ax = b or M ans = v use gaussian elimination & partial pivoting on matrix error_flag set to 2 if bad matrix inversion attempted ------------------------------------------------------------------------- */ __inline void gpu_mldivide3(const numtyp m[9], const numtyp *v, numtyp *ans, __global int *error_flag) { // create augmented matrix for pivoting numtyp aug[12], t; aug[3] = v[0]; aug[0] = m[0]; aug[1] = m[1]; aug[2] = m[2]; aug[7] = v[1]; aug[4] = m[3]; aug[5] = m[4]; aug[6] = m[5]; aug[11] = v[2]; aug[8] = m[6]; aug[9] = m[7]; aug[10] = m[8]; if (fabs(aug[4]) > fabs(aug[0])) { numtyp swapt; swapt=aug[0]; aug[0]=aug[4]; aug[4]=swapt; swapt=aug[1]; aug[1]=aug[5]; aug[5]=swapt; swapt=aug[2]; aug[2]=aug[6]; aug[6]=swapt; swapt=aug[3]; aug[3]=aug[7]; aug[7]=swapt; } if (fabs(aug[8]) > fabs(aug[0])) { numtyp swapt; swapt=aug[0]; aug[0]=aug[8]; aug[8]=swapt; swapt=aug[1]; aug[1]=aug[9]; aug[9]=swapt; swapt=aug[2]; aug[2]=aug[10]; aug[10]=swapt; swapt=aug[3]; aug[3]=aug[11]; aug[11]=swapt; } if (aug[0] != (numtyp)0.0) { if (0!=0) { numtyp swapt; swapt=aug[0]; aug[0]=aug[0]; aug[0]=swapt; swapt=aug[1]; aug[1]=aug[1]; aug[1]=swapt; swapt=aug[2]; aug[2]=aug[2]; aug[2]=swapt; swapt=aug[3]; aug[3]=aug[3]; aug[3]=swapt; } } else if (aug[4] != (numtyp)0.0) { if (1!=0) { numtyp swapt; swapt=aug[0]; aug[0]=aug[4]; aug[4]=swapt; swapt=aug[1]; aug[1]=aug[5]; aug[5]=swapt; swapt=aug[2]; aug[2]=aug[6]; aug[6]=swapt; swapt=aug[3]; aug[3]=aug[7]; aug[7]=swapt; } } else if (aug[8] != (numtyp)0.0) { if (2!=0) { numtyp swapt; swapt=aug[0]; aug[0]=aug[8]; aug[8]=swapt; swapt=aug[1]; aug[1]=aug[9]; aug[9]=swapt; swapt=aug[2]; aug[2]=aug[10]; aug[10]=swapt; swapt=aug[3]; aug[3]=aug[11]; aug[11]=swapt; } } else *error_flag=2; t = aug[4]/aug[0]; aug[5]-=t*aug[1]; aug[6]-=t*aug[2]; aug[7]-=t*aug[3]; t = aug[8]/aug[0]; aug[9]-=t*aug[1]; aug[10]-=t*aug[2]; aug[11]-=t*aug[3]; if (fabs(aug[9]) > fabs(aug[5])) { numtyp swapt; swapt=aug[4]; aug[4]=aug[8]; aug[8]=swapt; swapt=aug[5]; aug[5]=aug[9]; aug[9]=swapt; swapt=aug[6]; aug[6]=aug[10]; aug[10]=swapt; swapt=aug[7]; aug[7]=aug[11]; aug[11]=swapt; } if (aug[5] != (numtyp)0.0) { if (1!=1) { numtyp swapt; swapt=aug[4]; aug[4]=aug[4]; aug[4]=swapt; swapt=aug[5]; aug[5]=aug[5]; aug[5]=swapt; swapt=aug[6]; aug[6]=aug[6]; aug[6]=swapt; swapt=aug[7]; aug[7]=aug[7]; aug[7]=swapt; } } else if (aug[9] != (numtyp)0.0) { if (2!=1) { numtyp swapt; swapt=aug[4]; aug[4]=aug[8]; aug[8]=swapt; swapt=aug[5]; aug[5]=aug[9]; aug[9]=swapt; swapt=aug[6]; aug[6]=aug[10]; aug[10]=swapt; swapt=aug[7]; aug[7]=aug[11]; aug[11]=swapt; } } t = aug[9]/aug[5]; aug[10]-=t*aug[6]; aug[11]-=t*aug[7]; if (aug[10] == (numtyp)0.0) *error_flag=2; ans[2] = aug[11]/aug[10]; t = (numtyp)0.0; t += aug[6]*ans[2]; ans[1] = (aug[7]-t) / aug[5]; t = (numtyp)0.0; t += aug[1]*ans[1]; t += aug[2]*ans[2]; ans[0] = (aug[3]-t) / aug[0]; } /* ---------------------------------------------------------------------- compute rotation matrix from quaternion conjugate quat = [w i j k] ------------------------------------------------------------------------- */ __inline void gpu_quat_to_mat_trans(__global const numtyp4 *qif, const int qi, numtyp mat[9]) { numtyp4 q=qif[qi]; numtyp w2 = q.x*q.x; numtyp i2 = q.y*q.y; numtyp j2 = q.z*q.z; numtyp k2 = q.w*q.w; numtyp twoij = (numtyp)2.0*q.y*q.z; numtyp twoik = (numtyp)2.0*q.y*q.w; numtyp twojk = (numtyp)2.0*q.z*q.w; numtyp twoiw = (numtyp)2.0*q.y*q.x; numtyp twojw = (numtyp)2.0*q.z*q.x; numtyp twokw = (numtyp)2.0*q.w*q.x; mat[0] = w2+i2-j2-k2; mat[3] = twoij-twokw; mat[6] = twojw+twoik; mat[1] = twoij+twokw; mat[4] = w2-i2+j2-k2; mat[7] = twojk-twoiw; mat[2] = twoik-twojw; mat[5] = twojk+twoiw; mat[8] = w2-i2-j2+k2; } /* ---------------------------------------------------------------------- transposed matrix times diagonal matrix ------------------------------------------------------------------------- */ __inline void gpu_transpose_times_diag3(const numtyp m[9], const numtyp4 d, numtyp ans[9]) { ans[0] = m[0]*d.x; ans[1] = m[3]*d.y; ans[2] = m[6]*d.z; ans[3] = m[1]*d.x; ans[4] = m[4]*d.y; ans[5] = m[7]*d.z; ans[6] = m[2]*d.x; ans[7] = m[5]*d.y; ans[8] = m[8]*d.z; } /* ---------------------------------------------------------------------- multiply mat1 times mat2 ------------------------------------------------------------------------- */ __inline void gpu_times3(const numtyp m[9], const numtyp m2[9], numtyp ans[9]) { ans[0] = m[0]*m2[0] + m[1]*m2[3] + m[2]*m2[6]; ans[1] = m[0]*m2[1] + m[1]*m2[4] + m[2]*m2[7]; ans[2] = m[0]*m2[2] + m[1]*m2[5] + m[2]*m2[8]; ans[3] = m[3]*m2[0] + m[4]*m2[3] + m[5]*m2[6]; ans[4] = m[3]*m2[1] + m[4]*m2[4] + m[5]*m2[7]; ans[5] = m[3]*m2[2] + m[4]*m2[5] + m[5]*m2[8]; ans[6] = m[6]*m2[0] + m[7]*m2[3] + m[8]*m2[6]; ans[7] = m[6]*m2[1] + m[7]*m2[4] + m[8]*m2[7]; ans[8] = m[6]*m2[2] + m[7]*m2[5] + m[8]*m2[8]; } /* ---------------------------------------------------------------------- Apply principal rotation generator about x to rotation matrix m ------------------------------------------------------------------------- */ __inline void gpu_rotation_generator_x(const numtyp m[9], numtyp ans[9]) { ans[0] = 0; ans[1] = -m[2]; ans[2] = m[1]; ans[3] = 0; ans[4] = -m[5]; ans[5] = m[4]; ans[6] = 0; ans[7] = -m[8]; ans[8] = m[7]; } /* ---------------------------------------------------------------------- Apply principal rotation generator about y to rotation matrix m ------------------------------------------------------------------------- */ __inline void gpu_rotation_generator_y(const numtyp m[9], numtyp ans[9]) { ans[0] = m[2]; ans[1] = 0; ans[2] = -m[0]; ans[3] = m[5]; ans[4] = 0; ans[5] = -m[3]; ans[6] = m[8]; ans[7] = 0; ans[8] = -m[6]; } /* ---------------------------------------------------------------------- Apply principal rotation generator about z to rotation matrix m ------------------------------------------------------------------------- */ __inline void gpu_rotation_generator_z(const numtyp m[9], numtyp ans[9]) { ans[0] = -m[1]; ans[1] = m[0]; ans[2] = 0; ans[3] = -m[4]; ans[4] = m[3]; ans[5] = 0; ans[6] = -m[7]; ans[7] = m[6]; ans[8] = 0; } /* ---------------------------------------------------------------------- matrix times vector ------------------------------------------------------------------------- */ __inline void gpu_times_column3(const numtyp m[9], const numtyp v[3], numtyp ans[3]) { ans[0] = m[0]*v[0] + m[1]*v[1] + m[2]*v[2]; ans[1] = m[3]*v[0] + m[4]*v[1] + m[5]*v[2]; ans[2] = m[6]*v[0] + m[7]*v[1] + m[8]*v[2]; } #endif